var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = 
{
	"yellowKey": {
		"cls": "tools",
		"name": "黄钥匙",
		"text": "可以打开一扇黄门",
		"hideInToolbox": true
	},
	"blueKey": {
		"cls": "tools",
		"name": "蓝钥匙",
		"text": "可以打开一扇蓝门",
		"hideInToolbox": true
	},
	"redKey": {
		"cls": "tools",
		"name": "红钥匙",
		"text": "可以打开一扇红门",
		"hideInToolbox": true
	},
	"redJewel": {
		"cls": "items",
		"name": "红宝石",
		"text": "'，攻击+${core.values.redJewel}'",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "${'，攻击+'+core.values.redGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.atk += core.values.redGem",
		"canUseItemEffect": "true"
	},
	"blueJewel": {
		"cls": "items",
		"name": "蓝宝石",
		"text": "'，防御+${core.values.blueJewel}'",
		"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "${'，防御+'+core.values.blueGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.def += core.values.blueGem",
		"canUseItemEffect": "true"
	},
	"greenJewel": {
		"cls": "items",
		"name": "绿宝石",
		"text": "'，魔防+${core.values.greenJewel}'",
		"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
		"itemEffectTip": "${'，魔防+'+core.values.greenGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
		"canUseItemEffect": "true"
	},
	"yellowJewel": {
		"cls": "items",
		"name": "黄宝石",
		"text": "可以进行加点",
		"itemEffect": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
		"itemEffectTip": "${'，全属性提升'}",
		"useItemEffect": "core.insertAction([\n\t{\"type\": \"choices\", \"choices\": [\n\t\t{\"text\": \"攻击+1\", \"action\": [\n\t\t\t{\"type\": \"setValue\", \"name\": \"status:atk\", \"value\": \"status:atk+1\"}\n\t\t]},\n\t\t{\"text\": \"防御+2\", \"action\": [\n\t\t\t{\"type\": \"setValue\", \"name\": \"status:def\", \"value\": \"status:def+2\"}\n\t\t]},\n\t\t{\"text\": \"生命+200\", \"action\": [\n\t\t\t{\"type\": \"setValue\", \"name\": \"status:hp\", \"value\": \"status:hp+200\"}\n\t\t]},\n\t]}\n]);",
		"canUseItemEffect": "true"
	},
	"redPotion": {
		"cls": "items",
		"name": "红血瓶",
		"text": "'，生命+${core.values.redPotion}'",
		"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
		"itemEffectTip": "${'，生命+'+core.values.redPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.redPotion",
		"canUseItemEffect": "true"
	},
	"bluePotion": {
		"cls": "items",
		"name": "蓝血瓶",
		"text": "'，生命+${core.values.bluePotion}'",
		"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
		"itemEffectTip": "${'，生命+'+core.values.bluePotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
		"canUseItemEffect": "true"
	},
	"yellowPotion": {
		"cls": "items",
		"name": "黄血瓶",
		"text": "'，生命+${core.values.yellowPotion'}",
		"itemEffect": "core.status.hero.hp += core.values.yellowPotion * core.status.thisMap.ratio",
		"itemEffectTip": "${'，生命+'+core.values.yellowPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.yellowPotion",
		"canUseItemEffect": "true"
	},
	"greenPotion": {
		"cls": "items",
		"name": "绿血瓶",
		"text": "'，生命+${core.values.greenPotion}'",
		"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
		"itemEffectTip": "${'，生命+'+core.values.greenPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
		"canUseItemEffect": "true"
	},
	"sword0": {
		"cls": "equips",
		"name": "伯之神剑",
		"text": "伯伯的无敌神剑！！！",
		"equip": {
			"type": 0,
			"value": {
				"atk": 1
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 0",
		"itemEffectTip": "${'，攻击+0'}"
	},
	"sword1": {
		"cls": "equips",
		"name": "铁剑",
		"text": "持有后领域伤害减半",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 2
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 10",
		"itemEffectTip": "${'，攻击+10'}"
	},
	"sword2": {
		"cls": "equips",
		"name": "银剑",
		"text": "持有后血网伤害减半",
		"equip": {
			"type": 0,
			"value": {
				"atk": 3
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 20",
		"itemEffectTip": "${'，攻击+20'}"
	},
	"sword3": {
		"cls": "equips",
		"name": "骑士剑",
		"text": "战斗时无视魔攻",
		"equip": {
			"type": 0,
			"value": {
				"atk": 4
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 40",
		"itemEffectTip": "${'，攻击+40'}"
	},
	"sword4": {
		"cls": "equips",
		"name": "圣剑",
		"text": "一把很普通的圣剑",
		"equip": {
			"type": 0,
			"value": {
				"atk": 5,
				"def": 1
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 80",
		"itemEffectTip": "${'，攻击+80'}"
	},
	"sword5": {
		"cls": "equips",
		"name": "神圣剑",
		"text": "一把很普通的神圣剑",
		"equip": {
			"type": 0,
			"value": {
				"atk": 6,
				"def": 2
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 100",
		"itemEffectTip": "${'，攻击+100'}"
	},
	"shield0": {
		"cls": "equips",
		"name": "破旧的盾",
		"text": "一个很破旧的铁盾",
		"equip": {
			"type": 1,
			"def": 0
		},
		"itemEffect": "core.status.hero.def += 0",
		"itemEffectTip": "${'，防御+0'}"
	},
	"shield1": {
		"cls": "equips",
		"name": "铁盾",
		"text": "战斗时无视连击",
		"equip": {
			"type": 0,
			"value": {
				"def": 2
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.def += 10",
		"itemEffectTip": "${'，防御+10'}"
	},
	"shield2": {
		"cls": "equips",
		"name": "银盾",
		"text": "战斗时无视净化",
		"equip": {
			"type": 0,
			"value": {
				"def": 4
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.def += 20",
		"itemEffectTip": "${'，防御+20'}"
	},
	"shield3": {
		"cls": "equips",
		"name": "骑士盾",
		"text": "战斗时无视吸血",
		"equip": {
			"type": 0,
			"value": {
				"def": 6
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.def += 40",
		"itemEffectTip": "${'，防御+40'}"
	},
	"shield4": {
		"cls": "equips",
		"name": "圣盾",
		"text": "一个很普通的圣盾",
		"equip": {
			"type": 0,
			"value": {
				"atk": -1,
				"def": 8
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.def += 80",
		"itemEffectTip": "${'，防御+80'}"
	},
	"shield5": {
		"cls": "equips",
		"name": "神圣盾",
		"text": "一个很普通的神圣盾",
		"equip": {
			"type": 0,
			"value": {
				"mdef": 15,
				"def": 10,
				"atk": -3
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.def += 100;core.status.hero.mdef += 100",
		"itemEffectTip": "${'，防御+100，魔防+100'}"
	},
	"superPotion": {
		"cls": "items",
		"name": "圣水",
		"itemEffect": "core.status.hero.hp *= 2",
		"itemEffectTip": "${'，生命值翻倍'}"
	},
	"moneyPocket": {
		"cls": "items",
		"name": "金钱袋",
		"itemEffect": "core.status.hero.money += 500",
		"itemEffectTip": "${'，金币+500'}"
	},
	"book": {
		"cls": "constants",
		"name": "怪物手册",
		"text": "可以查看当前楼层各怪物属性",
		"useItemEffect": "core.ui.drawBook(0);",
		"canUseItemEffect": "true"
	},
	"fly": {
		"cls": "constants",
		"name": "楼层传送器",
		"text": "可以自由往来去过的楼层",
		"hideInReplay": true,
		"useItemEffect": "core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));",
		"canUseItemEffect": "(function () {\n\treturn core.status.maps[core.status.floorId].canFlyTo;\n})();"
	},
	"coin": {
		"cls": "constants",
		"name": "幸运金币",
		"text": "持有时打败怪物可得双倍金币"
	},
	"cross": {
		"cls": "constants",
		"name": "十字架",
		"text": "持有后无视怪物的无敌属性"
	},
	"knife": {
		"cls": "equips",
		"name": "独孤九剑",
		"text": "神器",
		"equip": {
			"type": 0,
			"value": {
				"atk": 4,
				"def": 4
			},
			"percentage": {}
		}
	},
	"shoes": {
		"cls": "constants",
		"name": "绿鞋",
		"text": "持有时无视负面地形"
	},
	"bigKey": {
		"cls": "tools",
		"name": "大黄门钥匙",
		"text": "可以开启当前层所有黄门",
		"itemEffect": "core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;",
		"itemEffectTip": "${'，全钥匙+1'}",
		"useItemEffect": "(function () {\n\tvar actions = core.status.event.ui.map(function (id) {\n\t\tvar block = core.status.thisMap.blocks[id];\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
		"canUseItemEffect": "(function () {\n\tvar able = false,\n\t\tids = [];\n\tfor (var i in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[i];\n\t\tif (!block.disable && block.event.id == 'yellowDoor') {\n\t\t\tids.push(i);\n\t\t}\n\t}\n\tif (ids.length > 0) {\n\t\tcore.status.event.ui = ids;\n\t\table = true;\n\t}\n\treturn able;\n})();"
	},
	"greenKey": {
		"cls": "tools",
		"name": "绿钥匙",
		"text": "可以打开一扇绿门"
	},
	"steelKey": {
		"cls": "tools",
		"name": "铁门钥匙",
		"text": "可以打开一扇铁门"
	},
	"pickaxe": {
		"cls": "tools",
		"name": "破墙镐",
		"text": "可以破坏勇士面前的墙",
		"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否多方向破；如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 多方向破\n\t\tfor (var direction in core.utils.scan) { // 多方向破默认四方向，如需改成八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('破墙镐');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\t// 无法使用\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "true"
	},
	"icePickaxe": {
		"cls": "tools",
		"name": "破冰镐",
		"text": "可以破坏勇士面前的一堵冰墙",
		"useItemEffect": "core.removeBlockByIds(core.status.floorId, core.status.event.ui);\ncore.drawMap(core.status.floorId, function () {\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n});",
		"canUseItemEffect": "(function() {\n\tfor (var i in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[i];\n\t\tif (!block.disable && block.x==core.nextX() && block.y==core.nextY() && block.event.id=='ice') {\n\t\t\tcore.status.event.ui = [i];\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"bomb": {
		"cls": "tools",
		"name": "炸弹",
		"text": "可以炸掉勇士面前的怪物",
		"useItemEffect": "(function () {\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar todo = []; // 炸弹后事件\n\tvar money = 0,\n\t\texp = 0; // 炸弹获得的金币和经验\n\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bomb = function (x, y) {\n\t\tif (!canBomb(x, y)) return;\n\t\tbombList.push([x, y]);\n\t\tvar id = core.getBlockId(x, y),\n\t\t\tenemy = core.material.enemys[id];\n\t\tmoney += core.getEnemyValue(enemy, 'money', x, y) || 0;\n\t\texp += core.getEnemyValue(enemy, 'exp', x, y) || 0;\n\t\tcore.push(todo, core.floors[core.status.floorId].afterBattle[x + \",\" + y]);\n\t\tcore.push(todo, enemy.afterBattle);\n\t\tcore.removeBlock(x, y);\n\t}\n\n\t// 如果要多方向可炸，把这里的false改成true\n\tif (false) {\n\t\tvar scan = core.utils.scan; // 多方向炸时默认四方向，如果要改成八方向炸可以改成 core.utils.scan2\n\t\tfor (var direction in scan) {\n\t\t\tvar delta = scan[direction];\n\t\t\tbomb(core.getHeroLoc('x') + delta.x, core.getHeroLoc('y') + delta.y);\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tbomb(core.nextX(), core.nextY());\n\t}\n\n\tif (bombList.length == 0) {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\n\t// 取消这里的注释可以炸弹后获得金币和经验\n\t// core.status.hero.money += money;\n\t// core.status.hero.exp += exp;\n\n\t// 取消这里的注释可以炸弹引发战后事件\n\t// if (todo.length > 0) core.insertAction(todo);\n\n})();",
		"canUseItemEffect": "true"
	},
	"centerFly": {
		"cls": "tools",
		"name": "中心对称飞行器",
		"text": "可以飞向当前楼层中心对称的位置",
		"useItemEffect": "core.playSound('centerFly.mp3');\ncore.clearMap('hero');\ncore.setHeroLoc('x', core.bigmap.width - 1 - core.getHeroLoc('x'));\ncore.setHeroLoc('y', core.bigmap.height - 1 - core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
		"canUseItemEffect": "(function () {\n\tvar toX = core.bigmap.width - 1 - core.getHeroLoc('x'),\n\t\ttoY = core.bigmap.height - 1 - core.getHeroLoc('y');\n\tvar id = core.getBlockId(toX, toY);\n\treturn id == null;\n})();"
	},
	"upFly": {
		"cls": "tools",
		"name": "上楼器",
		"text": "可以飞往楼上的相同位置",
		"useItemEffect": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.ui.x, 'y': core.status.event.ui.y};\nif (core.status.event.id == 'action') {\n\tcore.insertAction([\n\t\t{\"type\": \"changeFloor\", \"loc\": [loc.x, loc.y], \"direction\": loc.direction, \"floorId\": core.status.event.ui.id},\n\t\t{\"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功'}\n\t]);\n}\nelse {\n\tcore.changeFloor(core.status.event.ui.id, null, loc, null, function (){\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\tcore.replay();\n\t});\n}",
		"canUseItemEffect": "(function() {\n\tvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\n\tif (index<core.floorIds.length-1) {\n\t\tvar toId = core.floorIds[index+1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width, mh = core.floors[toId].height;\n\t\tif (toX>=0 && toX<mw && toY>=0 && toY<mh && core.getBlock(toX, toY, toId)==null) {\n\t\t\tcore.status.event.ui = {'id': toId, 'x': toX, 'y': toY};\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"downFly": {
		"cls": "tools",
		"name": "下楼器",
		"text": "可以飞往楼下的相同位置",
		"useItemEffect": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.ui.x, 'y': core.status.event.ui.y};\nif (core.status.event.id == 'action') {\n\tcore.insertAction([\n\t\t{\"type\": \"changeFloor\", \"loc\": [loc.x, loc.y], \"direction\": loc.direction, \"floorId\": core.status.event.ui.id},\n\t\t{\"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功'}\n\t]);\n}\nelse {\n\tcore.changeFloor(core.status.event.ui.id, null, loc, null, function (){\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\tcore.replay();\n\t});\n}\n",
		"canUseItemEffect": "(function() {\n\tvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\n\tif (index>0) {\n\t\tvar toId = core.floorIds[index-1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width, mh = core.floors[toId].height;\n\t\tif (toX>=0 && toX<mw && toY>=0 && toY<mh && core.getBlock(toX, toY, toId)==null) {\n\t\t\tcore.status.event.ui = {'id': toId, 'x': toX, 'y': toY};\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"earthquake": {
		"cls": "tools",
		"name": "地震卷轴",
		"text": "可以破坏当前层的所有墙",
		"useItemEffect": "core.removeBlockByIds(core.status.floorId, core.status.event.ui);\ncore.drawMap(core.status.floorId, function () {\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n});",
		"canUseItemEffect": "(function () {\n\tvar able=false;\n\tvar ids = [];\n\tfor (var i in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[i];\n\t\tif (!block.disable &&\n\t\t\t(block.event.canBreak || block.event.id == 'yellowWall' || block.event.id == 'blueWall' || block.event.id == 'whiteWall')) { // 能炸的墙壁\n\t\t\tids.push(i);\n\t\t}\n\t}\n\tif (ids.length>0) {\n\t\tcore.status.event.ui = ids;\n\t\table=true;\n\t}\n\treturn able;\n})();"
	},
	"poisonWine": {
		"cls": "tools",
		"name": "解毒药水",
		"text": "可以解除中毒状态",
		"useItemEffect": "core.removeFlag('poison');",
		"canUseItemEffect": "core.hasFlag('poison');"
	},
	"weakWine": {
		"cls": "tools",
		"name": "解衰药水",
		"text": "可以解除衰弱状态",
		"useItemEffect": "core.removeFlag('weak');\nif (core.values.weakValue>=1) { // >=1：直接扣数值\n\tcore.status.hero.atk += core.values.weakValue;\n\tcore.status.hero.def += core.values.weakValue;\n}\nelse { // <1：扣比例\n\tcore.addBuff(\"atk\", core.values.weakValue);\n\tcore.addBuff(\"def\", core.values.weakValue);\n}",
		"canUseItemEffect": "core.hasFlag('weak');"
	},
	"curseWine": {
		"cls": "tools",
		"name": "解咒药水",
		"text": "可以解除诅咒状态",
		"useItemEffect": "core.removeFlag('curse');",
		"canUseItemEffect": "core.hasFlag('curse');"
	},
	"superWine": {
		"cls": "tools",
		"name": "万能药水",
		"text": "可以解除所有不良状态",
		"useItemEffect": "core.removeFlag('poison');\nif (core.hasFlag('weak')) {\n\tcore.removeFlag('weak');\n\tif (core.values.weakValue>=1) { // >=1：直接扣数值\n\t\tcore.status.hero.atk += core.values.weakValue;\n\t\tcore.status.hero.def += core.values.weakValue;\n\t}\n\telse { // <1：扣比例\n\t\tcore.addBuff(\"atk\", core.values.weakValue);\n\t\tcore.addBuff(\"def\", core.values.weakValue);\n\t}\n}\ncore.removeFlag('curse');",
		"canUseItemEffect": "(function() {\n\treturn core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse');\n})();"
	},
	"hammer": {
		"cls": "tools",
		"name": "圣锤",
		"text": "可以炸掉勇士面前的怪物",
		"useItemEffect": "core.playSound('bomb.mp3');\ncore.removeBlockByIds(core.status.floorId, core.status.event.ui);\ncore.drawMap(core.status.floorId, function () {\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\tcore.events.afterUseBomb();\n});",
		"canUseItemEffect": "(function() {\n\tvar ids = [], id2s = [];\n\tfor (var i in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[i];\n\t\tif (!block.disable && block.event.cls.indexOf('enemy')==0 && core.nearHero(block.x, block.y)) {\n\t\t\tvar enemy = core.material.enemys[block.event.id];\n\t\t\tif (core.isset(enemy) && enemy.notBomb) continue;\n\t\t\tif (block.x==core.nextX() && block.y==core.nextY())\n\t\t\t\tids.push(i);\n\t\t\telse\n\t\t\t\tid2s.push(i);\n\t\t}\n\t}\n\tif (ids.length>0) {\n\t\tcore.status.event.ui = ids;\n\t\treturn true;\n\t}\n\telse if (id2s.length==1) {\n\t\tcore.status.event.ui = id2s;\n\t\treturn true;\n\t}\n\treturn false;\n})();"
	},
	"lifeWand": {
		"cls": "tools",
		"name": "生命魔杖",
		"text": "可以恢复100点生命值",
		"useItemEffect": "core.insertAction([\n\t{\"type\": \"input\", \"text\": \"请输入生命魔杖使用次数：(0-${item:lifeWand})\"},\n\t{\"type\": \"if\", \"condition\": \"flag:input<=item:lifeWand\",\n\t\t\"true\": [\n\t\t\t{\"type\": \"setValue\", \"name\": \"item:lifeWand\", \"value\": \"item:lifeWand-flag:input\"},\n\t\t\t{\"type\": \"setValue\", \"name\": \"status:hp\", \"value\": \"status:hp+flag:input*100\"},\n\t\t\t\"成功使用${flag:input}次生命魔杖，恢复${flag:input*100}点生命。\"\n\t\t],\n\t\t\"false\": [\"输入不合法！\"]\n\t},\n]);\ncore.addItem('lifeWand', 1);",
		"canUseItemEffect": "true"
	},
	"jumpShoes": {
		"cls": "tools",
		"name": "跳跃靴",
		"text": "能跳跃到前方两格处",
		"useItemEffect": "core.playSound(\"跳跃\");\ncore.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
		"canUseItemEffect": "(function () {\n\tvar nx = core.nextX(2),\n\t\tny = core.nextY(2);\n\treturn nx >= 0 && nx < core.bigmap.width && ny >= 0 && ny < core.bigmap.height && core.getBlockId(nx, ny) == null;\n})();"
	},
	"skill1": {
		"cls": "constants",
		"name": "技能：空手入白刃",
		"text": "可以使用主动技能空手入白刃，偷取怪物武器并使得其属性下降（快捷5），剩余次数${5-(flags.num||0)}",
		"hideInReplay": false,
		"useItemEffect": "// 二倍斩的flag:skill为1\n/*if (core.getFlag('skill', 0) == 0) { // 判断当前是否已经开了技能\n\tif (core.getStatus('mana') >= 0) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\tcore.setFlag('skill', 1); // 开技能1\n\t\tcore.setFlag('skillName', '空手入白刃'); // 设置技能名\n\t} else {\n\t\tcore.drawTip(\"魔力不足，无法开启技能\");\n\t}\n} else { // 关闭技能\n\tcore.setFlag('skill', 0); // 关闭技能状态\n\tcore.setFlag('skillName', '无');\n}*/\nif (flags.num) flags.num++;\nelse flags.num = 1;\ncore.newGet(flags[flags.sid]);\nflags['_' + flags.sid] = 1;\n//core.removeFlag(flags.sid);\ncore.removeFlag('sid');",
		"canUseItemEffect": "(function () { return (!flags.num || flags.num < 5) && core.newSkill() })()"
	},
	"wand": {
		"cls": "items",
		"name": "新物品"
	},
	"freezeBadge": {
		"cls": "constants",
		"name": "冰冻徽章",
		"text": "可以将面前的熔岩变成平地",
		"useItemEffect": "core.removeBlockByIds(core.status.floorId, core.status.event.ui);\ncore.drawMap(core.status.floorId, function () {\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n});",
		"canUseItemEffect": "(function () {\n\tvar ids = [], id2s = [];\n\tfor (var i in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[i];\n\t\tif (!block.disable && block.event.id == 'lava' && core.nearHero(block.x, block.y)) {\n\t\t\tif (core.flags.snowFourDirections || (block.x == core.nextX() && block.y == core.nextY()))\n\t\t\t\tids.push(i);\n\t\t\telse id2s.push(i);\n\t\t}\n\t}\n\tif (ids.length>0) {\n\t\tcore.status.event.ui = ids;\n\t\treturn true;\n\t}\n\tif (id2s.length==1) {\n\t\tcore.status.event.ui = id2s;\n\t\treturn true;\n\t}\n\treturn false;\n})();"
	}
}